Hallo Zusammen,
wir haben uns mal ein paar Gedanken zur einer 3ED Variante des Glücksritter gemacht.
Die ursprüngliche Version ist ja aus dem FdA bekannt inkl. dem Way of Adept Kram.
Wer sich da nochmal auffrischen möchte, einfach den FdA rauskramen
.
Nach ersten Anregungen und Kritiken nun mal eine zweite Version unserer Ausarbeitung.
Ideen, Kommentare, Kritiken?
Venturer
Important Attributes: DEX, PER
Initiate
Pool: Melee Weapons, Navigation, Picking Pockets, Wound Balance, Wilderness Survival,
C1 Karma Ritual, Unarmed Combat, Avoid Blow, First Impression, Speak Language
Novice
Pool: Conversation, Durability (5/6), Evaluate, Great Leap, Haggle, Maneuver, Read & Write Language, Distract
C2 Climbing
Defense: The Adept adds 1 to his physical Defense.
C3 Trap Initiative
C4 Thread Weaving (Fortune Weaving)
Karma: The Adept may spend 1 Karmapoint on Dexterity-only tests.
Journeyman
Pool: Direction Sense, Disarm, Safe Path, True Sight, Resist Taunt, Sense Poison, Steel Thought, Swift Kick
C5 Winning Smile
In the lap of Luck: For suffering one point of Strain while using Karma, the Adept adds +2 Bonus to his Karma Step.
C6 Lion Heart
Karma: The Adept may spend 1 Karmapoint on Perception-only tests.
C7 Grateful Exit
Excess of Luck: For taking one point of Strain the Adept can grant one of his own Karmapoints for any Test of another Namesgiver. The receiver is overflowed with Luck an rolls an (additionally) Karmadice for this test with his own Karmastep.
C8 Life Check
Defense: The Adept adds 1 to his physical Defense.
Warden
Pool: Champion Challenge, Critical Hit, Detect Influence, Endure Cold, Gold Sense, Impressive Strike, Incite Mob, Shackle Shrug
C9 Second Attack
Defense: The Adept adds 1 to his spell Defense.
Karma: The Adept may spend 1 Karmapoint on Recovery tests.
Unfailling Luck: The trust in his Luck is so strong that the Venturer makes a small ritual. While rolling a dice, throwing a coin or s.th. similar the Venturer spend 2 points of permanent blood damage. From now on his Luck can’t fail, making him immune to any effect or power touching his Karma. Additionally the Venturer gets 2 Karmapoints each day for free without the need of a Karmaritual. The Luck comes to the Adept itself.
C10 Slough Blame
Karma: The Adepts gets a Bonus of 1 to his Karma Step.
Recovery: The Adepts get an additionally Recovery Test.
C11 Defense
Defense: The Adept adds 1 to his physical and spell Defense.
Karma: The Adept may spend 1 Karmapoint on Willpower-only tests.
C12 Spirit Strike
Defense: The Adept adds 1 to his social Defense.
Karma: The Adept can use Karma on General Skills he learned.
Master
Pool: Missle Twister, First Ring of Perfection, Impossible Hide, Confront Horror, Multi Strike, Soften Blade
C13 Aura Armor
Karma: The Adept may spend 1 Karmapoint on Charisma-only tests.
Challenge of Fortune: For spending 1 Karmapoint the Venturer can give the moment in the hands of fortune. Instead of making an action test he can now roll this Karma dice. This dice shows the result level of this action: 1 Pathetic, 2 Poor, 3-4 Average, 5-6 Good, 7 Excellent and 8 Extraordinary (In the lap of Luck can’t be used here).
C14 Second Chance
Defense: The Adept adds 1 to his physical and spell Defense.
Initiative: The Adepts gets a Bonus of 1 to this Initiative Step.
C15 Vital Strike
Defense: The Adept adds 1 to his physical and social Defense.